FAnimPreviewInstanceProxy

Proxy override for this UAnimInstance-derived class

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Inheritance Hierarchy

References

Module

AnimGraph

Header

/Engine/Source/Editor/AnimGraph/Classes/AnimPreviewInstance.h

Include

#include "AnimPreviewInstance.h"

Syntax

struct FAnimPreviewInstanceProxy : public FAnimSingleNodeInstanceProxy

Remarks

Proxy override for this UAnimInstance-derived class

Constructors

Name Description

Public function

FAnimPreviewInstanceProxy()

Public function

FAnimPreviewInstanceProxy

(
    UAnimInstance * InAnimInstance
)

Functions

Name Description

Public function Virtual

void

 

AddImpulseAtLocation

(
    FVector Impulse,
    FVector Location,
    FName BoneName
)

Public function

FDelegateHan ...

 

AddKeyCompleteDelegate

(
    FSimpleMulticastDelegate::FDelegate...
)

Public function

void

 

EnableControllers

(
    bool bEnable
)

Public function

FAnimNode_Mo ...

 

FindModifiedBone

(
    const FName & InBoneName,
    bool bCurveController
)

Public function

TArray < FAni ...

 

GetBoneControllers()

Public function

TArray < FAni ...

 

GetCurveBoneControllers()

Public function Const

USkeletalMes ...

 

GetDebugSkeletalMeshComponent()

Gets the external debug skeletal mesh component we are debugging

Public function Const

bool

 

GetForceRetargetBasePose()

Public function

FAnimNode_Mo ...

 

ModifyBone

(
    const FName & InBoneName,
    bool bCurveController
)

Public function

void

 

RefreshCurveBoneControllers

(
    UAnimationAsset * AssetToRefres...
)

Public function

void

 

RemoveBoneModification

(
    const FName & InBoneName,
    bool bCurveController
)

Public function

void

 

RemoveKeyCompleteDelegate

(
    FDelegateHandle InDelegateHandle
)

Public function

void

 

ResetModifiedBone

(
    bool bCurveController
)

Public function

void

 

SetDebugSkeletalMeshComponent

(
    USkeletalMeshComponent * InSkel...
)

Sets an external debug skeletal mesh component to use to debug

Public function

void

 

SetForceRetargetBasePose

(
    bool bInForceRetargetBasePose
)

Public function

void

 

SetKey()

Public function

void

 

SetSkeletalControlAlpha

(
    float InSkeletalControlAlpha
)

Overridden from FAnimSingleNodeInstanceProxy

Name Description

Public function Virtual

void

 

SetAnimationAsset

(
    UAnimationAsset * NewAsset,
    USkeletalMeshComponent * MeshCo...,
    bool bIsLooping,
    float InPlayRate
)

Overridden from FAnimInstanceProxy

Name Description

Public function Virtual

bool

 

Evaluate

(
    FPoseContext & Output
)

Evaluate override point

Public function Virtual

void

 

Initialize

(
    UAnimInstance * InAnimInstance
)

Called when our anim instance is being initialized

Public function Virtual

void

 

PreUpdate

(
    UAnimInstance * InAnimInstance,
    float DeltaSeconds
)

Called before update so we can copy any data we need

Public function Virtual

void

 

Update

(
    float DeltaSeconds
)

Update override point

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